









Overview:
This Myrkul, Lord of Bones deck focuses on generating value through creature death triggers, landfall token generation, and enchantment synergies. The primary strategy revolves around sacrificing creatures for value, converting them into enchantment tokens via Myrkul, and leveraging constellation/landfall payoffs. While lacking infinite combos, it aims to grind opponents out with persistent value engines like Blood Artist, Zendikar's Roil, and Avenger of Zendikar. The deck operates as a midrange value engine with moderate interaction and recursion.
Primer:
Core Strategy:
This deck seeks to establish incremental advantage through three overlapping engines:
- Sacrifice Loops: Use creatures like Viscera Seer and Phyrexian Altar to sacrifice token generators (Scute Swarm, Avenger of Zendikar) for value, triggering death/drain effects (Elas il-Kor, Cruel Celebrant).
- Enchantment Value: Convert dying creatures into enchantments via Myrkul, enabling constellation triggers (Eidolon of Blossoms, Setessan Champion) and persistent abilities.
- Landfall Synergy: Leverage Lotus Cobra, Felidar Retreat, and Rampaging Baloths to generate tokens and mana acceleration.
Mulligan Priorities:
- Keep hands with 3 lands and 1-2 ramp sources (Llanowar Elves, Cultivate)
- Prioritize early sac outlets (Viscera Seer) or landfall enablers (Lotus Cobra)
- Avoid hands without green mana sources or late-game clumps
Key Interactions:
- Phyrexian Altar + Scute Swarm generates exponential mana/tokens after 6 lands
- Myrkul + Springheart Nantuko creates recursive token copies
- Yawgmoth, Thran Physician enables card draw and -1/-1 counters to enable Myrkul triggers
Win Conditions:
- Overwhelm with landfall tokens (30+ creatures by T8)
- Death trigger stacking (Syr Konrad + mass sacrifice)
- Enchantment value engine (Eidolon of Blossoms/Setessan Champion drawing 10+ cards)
Key Tips:
- Delay casting Myrkul until you have creatures worth exiling
- Use Skullclamp on 1-toughness creatures for explosive card draw
- Prioritize land drops over early aggression
Weaknesses:
Critical:
- No graveyard protection (exiled creatures disable Myrkul)
- Limited answers to enchantment/artifact hate (Bane of Progress)
Moderate:
- Slow recovery from board wipes
- Commander-dependent mid-late game
Minor:
- Weak to flyers without Emeria Angel
- Life loss from shocks/fetches conflicts with Myrkul's indestructible condition
Most Important Cards:
- Phyrexian Altar
- Ashnod's Altar
- Yawgmoth, Thran Physician
- Scute Swarm
- Avenger of Zendikar
- Zendikar's Roil
- Skullclamp
- Eidolon of Blossoms
- Toxic Deluge
- Syr Konrad, the Grim
Attribute Ratings:
Speed: 5/10
- Can establish threatening boards by T6-7 but lacks fast combo kills. Relies on incremental value rather than explosive turns.
Resilience: 6/10
- Multiple recursion engines (Aftermath Analyst, Nissa, Vital Force) and redundant payoffs. Struggles against back-to-back board wipes but can rebuild.
Consistency: 5/10
- 8 land tutors and 12 card draw engines provide steady resources, but lacks combo tutors. Constellation/landfall triggers create natural redundancy.
Interaction: 6/10
- Runs 7 targeted removals (Path to Exile, Feed the Swarm) and 3 board wipes. Missing free counterspells but covers key permanent types.
Rating Justification:
This deck sits between "Optimized Casual" (5.0) and "Focused Casual" (4.5) on the rubric. It outpaces precons with synergistic engines and interaction but lacks the speed (T8-10 wins vs T7-8) and combo density of higher tiers. The landfall/enchantment overlap provides multiple paths to victory, but reliance on board presence makes it vulnerable to disruption common at higher power levels.
Power level: 4.5 - 5.0
Enhance Your Gameplay
With premium accessories trusted by MTG players

Premium protection with industry-leading durability and shuffle feel